/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
https://docs.unrealengine.com/latest/INT/Gameplay/Framework/Pawn/Character/
class UCharacterMovementComponent : public [UPawnMovementComponent](API\Runtime\Engine\GameFramework\UPawnMovementComponent), public [IRVOAvoidanceInterface](API\Runtime\Engine\AI\IRVOAvoidanceInterface), public [INetworkPredictionInterface](API\Runtime\Engine\Interfaces\INetworkPredictionInterface)
FVector
Acceleration
Current acceleration vector (with magnitude).
float
AirControl
When falling, amount of lateral movement control available to the character.
float
AirControlBoostMultiplier
When falling, multiplier applied to AirControl when lateral velocity is less than AirControlBoostVelocityThreshold.
float
AirControlBoostVelocityThreshold
When falling, if lateral velocity magnitude is less than this value, AirControl is multiplied by AirControlBoostMultiplier.
float
AnalogInputModifier
Modifier to applied to values such as acceleration and max speed due to analog input.
FVector
AnimRootMotionVelocity
Velocity extracted from RootMotionParams when there is anim root motion active.
FRootMotionAsyn...
AsyncRootMotion
TSharedPtr<FCh...
AsyncSimState
This is the most recent async state from simulated. Only safe for access on physics thread.
float
AvoidanceConsiderationRadius
FNavAvoidanceMa...
AvoidanceGroup
Moving actor's group mask
float
AvoidanceLockTimer
Remaining time of avoidance velocity lock
FVector
AvoidanceLockVelocity
int32
AvoidanceUID
No default value, for now it's assumed to be valid if GetAvoidanceManager() returns non-NULL.
float
AvoidanceWeight
De facto default value 0.5 (due to that being the default in the avoidance registration function), indicates RVO behavior.
uint8:  1
bAllowPhysicsRotationDuringAnimRootMotion
uint8: 1
bAlwaysCheckFloor
Whether we always force floor checks for stationary Characters while walking.
uint8: 1
bApplyGravityWhileJumping
Apply gravity while the character is actively jumping (e.g. holding the jump key).
bool
bCanTrustClientOnLanding
Whether we're stepping off a moving platform (and should trust the client somewhat when landing).
uint8: 1
bCanWalkOffLedges
If true, Character can walk off a ledge.
uint8: 1
bCanWalkOffLedgesWhenCrouching
If true, Character can walk off a ledge when crouching.
uint8: 1
bCheatFlying
Instantly stop when in flying mode and no acceleration is being applied.
uint8: 1
bCrouchMaintainsBaseLocation
If true, crouching should keep the base of the capsule in place by lowering the center of the shrunken capsule.
uint8:  1
bDeferUpdateBasedMovement
Flag set in pre-physics update to indicate that based movement should be updated post-physics
uint8: 1
bDeferUpdateMoveComponent
True to update CharacterOwner and UpdatedComponent after movement ends
uint8: 1
bEnablePhysicsInteraction
If enabled, the player will interact with physics objects when walking into them.
uint8: 1
bEnableScopedMovementUpdates
If true, high-level movement updates will be wrapped in a movement scope that accumulates updates and defers a bulk of the work until the end.
uint8:  1
bEnableServerDualMoveScopedMovementUpdates
Optional scoped movement update to combine moves for cheaper performance on the server when the client sends two moves in one packet.
uint8: 1
bFastAttachedMove
Set this to true if riding on a moving base that you know is clear from non-moving world obstructions.
uint8: 1
bForceMaxAccel
Ignores size of acceleration component, and forces max acceleration to drive character at full velocity.
uint8: 1
bForceNextFloorCheck
Force the Character in MOVE_Walking to do a check for a valid floor even if it hasn't moved.
uint8: 1
bHasRequestedVelocity
Was velocity requested by path following?
uint8: 1
bIgnoreBaseRotation
Whether the character ignores changes in rotation of the base it is standing on.
uint8: 1
bIgnoreClientMovementErrorChecksAndCorrection
If true, we should ignore server location difference checks for client error on this movement component.
uint8: 1
bImpartBaseAngularVelocity
If true, impart the base component's tangential components of angular velocity when jumping or falling off it.
uint8: 1
bImpartBaseVelocityX
If true, impart the base actor's X velocity when falling off it (which includes jumping)
uint8: 1
bImpartBaseVelocityY
If true, impart the base actor's Y velocity when falling off it (which includes jumping)
uint8: 1
bImpartBaseVelocityZ
If true, impart the base actor's Z velocity when falling off it (which includes jumping)
uint8:  1
bIsNavWalkingOnServer
Set on clients when server's movement mode is NavWalking
uint8: 1
bJustTeleported
Used by movement code to determine if a change in position is based on normal movement or a teleport.
bool
bLastClientIsFalling
Remember if the client was previously falling so we can tell when they've just landed.
bool
bLastServerIsFalling
Remember if the server was previously falling so we can tell when they've just landed.
bool
bLastServerIsWalking
Whether we were just walking on something, used to help with transitions off moving objects.
uint8: 1
bMaintainHorizontalGroundVelocity
If true, walking movement always maintains horizontal velocity when moving up ramps, which causes movement up ramps to be faster parallel to the ramp surface.
uint8: 1
bMovementInProgress
True during movement update.
bool
bMovementModeDirty
uint8: 1
bNetworkAlwaysReplicateTransformUpdateTimestamp
Flag used on the server to determine whether to always replicate ReplicatedServerLastTransformUpdateTimeStamp to clients.
uint8: 1
bNetworkGravityDirectionChanged
True when the networked gravity direction has been replicated.
uint8: 1
bNetworkLargeClientCorrection
Flag indicating the client correction was larger than NetworkLargeClientCorrectionThreshold.
uint8: 1
bNetworkMovementModeChanged
True when the networked movement mode has been replicated.
uint8: 1
bNetworkSkipProxyPredictionOnNetUpdate
Whether we skip prediction on frames where a proxy receives a network update.
uint8: 1
bNetworkSmoothingComplete
Signals that smoothed position/rotation has reached target, and no more smoothing is necessary until a future update.
uint8: 1
bNetworkUpdateReceived
True when a network replication update is received for simulated proxies.
uint8: 1
bNotifyApex
If true, eventNotifyJumpApex()to CharacterOwner's controller when at apex of jump.
uint8: 1
bOrientRotationToMovement
If true, rotate the Character toward the direction of acceleration, using RotationRate as the rate of rotation change.
uint8: 1
bPerformingJumpOff
Used to prevent reentry ofJumpOff()
uint8:  1
bProjectNavMeshOnBothWorldChannels
Use both WorldStatic and WorldDynamic channels for NavWalking geometry conforming
uint8:  1
bProjectNavMeshWalking
Whether to raycast to underlying geometry to better conform navmesh-walking characters
uint8: 1
bPushForceScaledToMass
If enabled, the PushForceFactor is applied per kg mass of the affected object.
uint8: 1
bPushForceUsingZOffset
If enabled, the PushForce location is moved using PushForcePointZOffsetFactor.
float
BrakingDecelerationFalling
Lateral deceleration when falling and not applying acceleration.
float
BrakingDecelerationFlying
Deceleration when flying and not applying acceleration.
float
BrakingDecelerationSwimming
Deceleration when swimming and not applying acceleration.
float
BrakingDecelerationWalking
Deceleration when walking and not applying acceleration.
float
BrakingFriction
Friction (drag) coefficient applied when braking (whenever Acceleration = 0, or if character is exceeding max speed); actual value used is this multiplied by BrakingFrictionFactor.
float
BrakingFrictionFactor
Factor used to multiply actual value of friction used when braking.
float
BrakingSubStepTime
Time substepping when applying braking friction.
uint8: 1
bRequestedMoveUseAcceleration
Should use acceleration for path following? If true, acceleration is applied when path following to reach the target velocity.
uint8: 1
bRequestedMoveWithMaxSpeed
Was acceleration requested to be always max speed?
uint8: 1
bRunPhysicsWithNoController
If true, movement will be performed even if there is no Controller for the Character owner.
uint8: 1
bScalePushForceToVelocity
If enabled, the applied push force will try to get the physics object to the same velocity than the player, not faster.
uint8:  1
bServerAcceptClientAuthoritativePosition
If true, and server does not detect client position error, server will copy the client movement location/velocity/etc after simulating the move.
uint8: 1
bShrinkProxyCapsule
If true, the capsule needs to be shrunk on this simulated proxy, to avoid replication rounding putting us in geometry.
uint8: 1
bSweepWhileNavWalking
Whether or not the character should sweep for collision geometry while walking.
bool
bTeleportedSinceLastUpdate
True if the UpdatedComponent was moved outside of this CharacterMovementComponent since the last move  its starting location for this update doesn't match its ending position for the previous update.
uint8: 1
bTouchForceScaledToMass
If enabled, the TouchForceFactor is applied per kg mass of the affected object.
float
Buoyancy
Water buoyancy. A ratio (1.0 = neutral buoyancy, 0.0 = no buoyancy)
uint8: 1
bUseControllerDesiredRotation
If true, smoothly rotate the Character toward the Controller's desired rotation (typically Controller->ControlRotation), using RotationRate as the rate of rotation change.
uint8: 1
bUseFlatBaseForFloorChecks
Performs floor checks as if the character is using a shape with a flat base.
uint8: 1
bUseRVOAvoidance
If set, component will use RVO avoidance. This only runs on the server.
uint8:  1
bUseRVOPostProcess
If set, PostProcessAvoidanceVelocity will be called
uint8: 1
bUseSeparateBrakingFriction
If true, BrakingFriction will be used to slow the character to a stop (when there is no Acceleration).
uint8: 1
bWantsToCrouch
If true, try to crouch (or keep crouching) on next update.
uint8: 1
bWantsToLeaveNavWalking
Used to safely leave NavWalking movement mode
uint8:  1
bWasAvoidanceUpdated
Was avoidance updated in this frame?
uint8: 1
bWasSimulatingRootMotion
True when SimulatedProxies are simulating RootMotion
FNavLocation
CachedNavLocation
Last known location projected on navmesh, used by NavWalking mode
FHitResult
CachedProjectedNavMeshHitResult
Last valid projected hit result from raycast to geometry from navmesh
TObjectPtr<ACh...
CharacterOwner
Character movement component belongs to
FNetworkPredict...
ClientPredictionData
float
CrouchedHalfHeight
Collision half-height when crouching (component scale is applied separately)
FFindFloorResul...
CurrentFloor
Information about the floor the Character is standing on (updated only during walking movement).
FRootMotionSour...
CurrentRootMotion
Root Motion Group containing active root motion sources being applied to movement
uint8
CustomMovementMode
Current custom sub-mode if MovementMode is set to Custom.
FVector
DecayingFormerBaseVelocity
Left over velocity when leaving a moving base. Helps with airborne root motion.
TEnumAsByte< en...
DefaultLandMovementMode
Default movement mode when not in water. Used at player startup or when teleported.
TEnumAsByte< en...
DefaultWaterMovementMode
Default movement mode when in water. Used at player startup or when teleported.
TObjectPtr<USc...
DeferredUpdatedMoveComponent
What to update CharacterOwner and UpdatedComponent after movement ends
float
FallingLateralFriction
Friction to apply to lateral air movement when falling.
float
FormerBaseVelocityDecayHalfLife
When applying a root motion override while falling off a moving object, this controls how long it takes to lose half the former base's velocity (in seconds).
float
GravityScale
Custom gravity scale. Gravity is multiplied by this amount for the character.
float
GroundFriction
Setting that affects movement control.
FNavAvoidanceMa...
GroupsToAvoid
Will avoid other agents if they are in one of specified groups
FNavAvoidanceMa...
GroupsToIgnore
Will NOT avoid other agents if they are in one of specified groups, higher priority than GroupsToAvoid
float
InitialPushForceFactor
Initial impulse force to apply when the player bounces into a blocking physics object.
float
JumpOffJumpZFactor
Fraction of JumpZVelocity to use when automatically "jumping off" of a base actor that's not allowed to be a base for a character.
float
JumpOutOfWaterPitch
When exiting water, jump if control pitch angle is this high or above.
float
JumpZVelocity
Initial velocity (instantaneous vertical acceleration) when jumping.
FName
LastServerMovementBaseBoneName
Remember last server movement base bone so we can detect mounts/dismounts and respond accordingly.
float
LastStuckWarningTime
Used for throttling "stuck in geometry" logging.
float
LastTimeStampResetServerTime
Clock time on the server of the last timestamp reset.
FVector
LastUpdateLocation
Location after last PerformMovement or SimulateMovement update.
FVector
LastUpdateRequestedVelocity
Velocity requested by path following during last Update Updated when we consume the value
FQuat
LastUpdateRotation
Rotation after last PerformMovement or SimulateMovement update.
FVector
LastUpdateVelocity
Velocity after last PerformMovement or SimulateMovement update.
float
LedgeCheckThreshold
Used in determining if pawn is going off ledge.
float
ListenServerNetworkSimulatedSmoothLocationTime
Similar setting as NetworkSimulatedSmoothLocationTime but only used on Listen servers.
float
ListenServerNetworkSimulatedSmoothRotationTime
Similar setting as NetworkSimulatedSmoothRotationTime but only used on Listen servers.
float
Mass
Mass of pawn (for when momentum is imparted to it).
float
MaxAcceleration
Max Acceleration (rate of change of velocity)
float
MaxCustomMovementSpeed
The maximum speed when using Custom movement mode.
float
MaxDepenetrationWithGeometry
Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns.
float
MaxDepenetrationWithGeometryAsProxy
Max distance we allow simulated proxies to depenetrate when moving out of anything but Pawns.
float
MaxDepenetrationWithPawn
Max distance we are allowed to depenetrate when moving out of other Pawns.
float
MaxDepenetrationWithPawnAsProxy
Max distance we allow simulated proxies to depenetrate when moving out of other Pawns.
float
MaxFlySpeed
The maximum flying speed.
int32
MaxJumpApexAttemptsPerSimulation
Max number of attempts per simulation to attempt to exactly reach the jump apex when falling movement reaches the top of the arc.
float
MaxOutOfWaterStepHeight
Maximum step height for getting out of water
float
MaxServerClientErrorWhileFalling
How loosely the client can follow the server location during this fall.
int32
MaxSimulationIterations
Max number of iterations used for each discrete simulation step.
float
MaxSimulationTimeStep
Max time delta for each discrete simulation step.
float
MaxStepHeight
Maximum height character can step up
float
MaxSwimSpeed
The maximum swimming speed.
float
MaxTouchForce
Maximum force applied to touched physics objects. If < 0.0f, there is no maximum.
float
MaxWalkSpeed
The maximum ground speed when walking. Also determines maximum lateral speed when falling.
float
MaxWalkSpeedCrouched
The maximum ground speed when walking and crouched.
float
MinAnalogWalkSpeed
The ground speed that we should accelerate up to when walking at minimum analog stick tilt
float
MinTimeBetweenTimeStampResets
Minimum time between client TimeStamp resets.
float
MinTouchForce
Minimum Force applied to touched physics objects. If < 0.0f, there is no minimum.
TEnumAsByte< en...
MovementMode
Actor's current movement mode (walking, falling, etc).
float
NavMeshProjectionHeightScaleDown
Scale of the total capsule height to use for projection from navmesh to underlying geometry in the downward direction.
float
NavMeshProjectionHeightScaleUp
Scale of the total capsule height to use for projection from navmesh to underlying geometry in the upward direction.
float
NavMeshProjectionInterpSpeed
Speed at which to interpolate agent navmesh offset between traces.
float
NavMeshProjectionInterval
How often we should raycast to project from navmesh to underlying geometry
float
NavMeshProjectionTimer
float
NavWalkingFloorDistTolerance
Ignore small differences in ground height between server and client data during NavWalking mode
float
NetProxyShrinkHalfHeight
Shrink simulated proxy capsule half height by this amount, to account for network rounding that may cause encroachment.
float
NetProxyShrinkRadius
Shrink simulated proxy capsule radius by this amount, to account for network rounding that may cause encroachment.
float
NetworkLargeClientCorrectionDistance
If client error is larger than this, sets bNetworkLargeClientCorrection to reduce delay between client adjustments.
float
NetworkMaxSmoothUpdateDistance
Maximum distance character is allowed to lag behind server location when interpolating between updates.
float
NetworkMinTimeBetweenClientAckGoodMoves
Minimum time on the server between acknowledging good client moves.
float
NetworkMinTimeBetweenClientAdjustments
Minimum time on the server between sending client adjustments when client has exceeded allowable position error.
float
NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
Minimum time on the server between sending client adjustments when client has exceeded allowable position error by a large amount (NetworkLargeClientCorrectionDistance).
float
NetworkNoSmoothUpdateDistance
Maximum distance beyond which character is teleported to the new server location without any smoothing.
float
NetworkSimulatedSmoothLocationTime
How long to take to smoothly interpolate from the old pawn position on the client to the corrected one sent by the server.
float
NetworkSimulatedSmoothRotationTime
How long to take to smoothly interpolate from the old pawn rotation on the client to the corrected one sent by the server.
ENetworkSmoothi...
NetworkSmoothingMode
Smoothing mode for simulated proxies in network game.
int32
NumJumpApexAttempts
Used to limit number of jump apex attempts per tick.
FVector
OldBaseLocation
Saved location of object we are standing on, forUpdateBasedMovement()to determine if base moved in the last frame, and therefore pawn needs an update.
FQuat
OldBaseQuat
Saved location of object we are standing on, forUpdateBasedMovement()to determine if base moved in the last frame, and therefore pawn needs an update.
float
OutofWaterZ
Z velocity applied when pawn tries to get out of water
FVector
PendingForceToApply
Accumulated force to be added next tick.
FVector
PendingImpulseToApply
Accumulated impulse to be added next tick.
FVector
PendingLaunchVelocity
Temporarily holds launch velocity when pawn is to be launched so it happens at end of movement.
float
PerchAdditionalHeight
When perching on a ledge, add this additional distance to MaxStepHeight when determining how high above a walkable floor we can perch.
float
PerchRadiusThreshold
Don't allow the character to perch on the edge of a surface if the contact is this close to the edge of the capsule.
FCharacterMovem...
PostPhysicsTickFunction
Post-physics tick function for this character
FCharacterMovem...
PrePhysicsTickFunction
Pre-physics tick function for this character
FOnProcessRootM...
ProcessRootMotionPostConvertToWorld
Delegate for modifying root motion post conversion from component space to world space.
FOnProcessRootM...
ProcessRootMotionPreConvertToWorld
Delegate for modifying root motion pre conversion from component space to world space.
float
PushForceFactor
Force to apply when the player collides with a blocking physics object.
float
PushForcePointZOffsetFactor
Z-Offset for the position the force is applied to.
FRandomStream
RandomStream
float
RepulsionForce
Force per kg applied constantly to all overlapping components.
FVector
RequestedVelocity
Velocity requested by path following.
TArray<FRootMo...
RootMotionIDMappings
FRootMotionMove...
RootMotionParams
Animation root motion (special case for now)Root Motion movement params.
FRotator
RotationRate
Change in rotation per second, used when UseControllerDesiredRotation or OrientRotationToMovement are true.
FRootMotionSour...
ServerCorrectionRootMotion
float
ServerLastClientAdjustmentTime
Timestamp of last client adjustment sent. See NetworkMinTimeBetweenClientAdjustments.
float
ServerLastClientGoodMoveAckTime
Timestamp of last client adjustment sent. See NetworkMinTimeBetweenClientAdjustments.
float
ServerLastTransformUpdateTimeStamp
Timestamp when location or rotation last changed during an update. Only valid on the server.
FNetworkPredict...
ServerPredictionData
float
StandingDownwardForceScale
Force applied to objects we stand on (due to Mass and Gravity) is scaled by this amount.
uint32
StuckWarningCountSinceNotify
Used when throttling "stuck in geometry" logging, to output the number of events we skipped if throttling.
float
TouchForceFactor
Force to apply to physics objects that are touched by the player.